Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
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e4456b0df2 | ||
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ec48b65481 |
@@ -1,6 +1,6 @@
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{
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"name": "backend",
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"version": "1.4.0",
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"version": "1.6.0",
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"private": true,
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"type": "commonjs",
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"main": "src/index.js",
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@@ -0,0 +1,4 @@
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-- AlterTable: death saves, counted while a character is at 0 HP
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ALTER TABLE "characters" ADD COLUMN "deathSaveSuccesses" INTEGER NOT NULL DEFAULT 0,
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ADD COLUMN "deathSaveFailures" INTEGER NOT NULL DEFAULT 0,
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ADD COLUMN "stable" BOOLEAN NOT NULL DEFAULT false;
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@@ -0,0 +1,2 @@
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-- AlterTable: the combatant currently marked as the target
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ALTER TABLE "encounters" ADD COLUMN "targetParticipantId" TEXT;
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@@ -264,6 +264,11 @@ model Character {
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currentHp Int @default(0)
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tempHp Int @default(0)
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// Death saves, counted while the character is at 0 HP (utils/hp.js). Three
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// failures is dead; three successes sets `stable` and clears the tallies.
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deathSaveSuccesses Int @default(0)
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deathSaveFailures Int @default(0)
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stable Boolean @default(false) // at 0 HP but no longer rolling
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armorBonus Int @default(0) // flat AC bonus from equipped armor/shield
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speedOverride Int?
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@@ -530,6 +535,9 @@ model Encounter {
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currentRound Int @default(1)
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// Whose turn it is in a battle; null until the fight starts.
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activeParticipantId String?
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// Who is being attacked (or healed) right now, shown to everyone. Picked by
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// the DM or by the player on turn, and cleared when the turn passes.
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targetParticipantId String?
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description String? // the scene / objective, shown to everyone
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dmNotes String? // never sent to players
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// Where the scene takes place. While the encounter is in progress, the
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@@ -584,7 +584,7 @@ describe('hit points', () => {
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const full = (await patch(playerAuth, { currentHp: 9999 })).body.character;
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expect(full.currentHp).toBe(level5.sheet.hp.max);
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expect((await patch(playerAuth, { currentHp: -50 })).body.character.currentHp).toBe(0);
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expect((await patch(playerAuth, { currentHp: -1 })).body.character.currentHp).toBe(0);
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await patch(playerAuth, { currentHp: 9999 });
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const level1 = (await patch(dmAuth, { level: 1 })).body.character;
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@@ -1912,6 +1912,48 @@ describe('initiative', () => {
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});
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});
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describe('targets', () => {
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itIfDb('are picked by the DM or the player on turn, shown to all, and go when the turn does', async () => {
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const { dmAuth, playerAuth, campaign } = await setupCampaign('target');
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const c = `/campaigns/${campaign.id}`;
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const heroId = await buildCharacter(campaign.id, playerAuth, 'Archer');
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const goblin = (await request(app).post(`${c}/monsters/from-library`).set(dmAuth).send({ key: 'goblin' })).body.monster;
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const e = `/encounters/${(await request(app).post(`${c}/encounters`).set(dmAuth).send({ name: 'Ambush' })).body.encounter.id}`;
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const add = async (body) => (await request(app).post(`${e}/participants`).set(dmAuth).send(body)).body.participant;
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const hero = await add({ characterId: heroId, initiativeRoll: 20 });
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const first = await add({ monsterId: goblin.id, initiativeRoll: 10 });
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const second = await add({ monsterId: goblin.id, initiativeRoll: 1 });
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const target = (auth, participantId) => request(app).put(`${e}/target`).set(auth).send({ participantId });
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const seen = async (auth) => (await request(app).get(e).set(auth)).body.encounter.targetParticipantId;
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// Before the battle only the DM can mark anyone.
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expect((await target(playerAuth, first.id)).status).toBe(403);
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expect((await target(dmAuth, first.id)).body.encounter.targetParticipantId).toBe(first.id);
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expect(await seen(playerAuth)).toBe(first.id);
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expect((await target(dmAuth, 'nobody')).status).toBe(400);
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// Beginning the battle clears it and puts the hero on turn: now the player can.
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await request(app).patch(e).set(dmAuth).send({ status: 'ACTIVE' });
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expect(await seen(dmAuth)).toBeNull();
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expect((await target(playerAuth, second.id)).status).toBe(200);
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expect(await seen(dmAuth)).toBe(second.id);
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// Removing the target clears it.
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await request(app).delete(`${e}/participants/${second.id}`).set(dmAuth);
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expect(await seen(dmAuth)).toBeNull();
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// The turn passing clears it, and the player is no longer on turn.
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await target(playerAuth, first.id);
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await request(app).post(`${e}/next-turn`).set(dmAuth);
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expect(await seen(dmAuth)).toBeNull();
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expect((await target(playerAuth, first.id)).status).toBe(403);
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// The goblin's turn: the DM marks the hero, and can clear it again.
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expect((await target(dmAuth, hero.id)).body.encounter.targetParticipantId).toBe(hero.id);
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expect((await target(dmAuth, null)).body.encounter.targetParticipantId).toBeNull();
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});
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});
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describe('number limits', () => {
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itIfDb('are enforced by the server, whatever a form sends', async () => {
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const { dmAuth, playerAuth, campaign } = await setupCampaign('limits');
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@@ -1973,6 +2015,93 @@ describe('temporary hit points', () => {
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});
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});
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describe('death saves', () => {
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itIfDb('start at 0 HP, are settled by three of a kind, and end with healing', async () => {
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const { dmAuth, playerAuth, campaign } = await setupCampaign('deathsaves');
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const heroId = await buildCharacter(campaign.id, playerAuth, 'Fallen');
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const ch = `/characters/${heroId}`;
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const sheet = async () => (await request(app).get(ch).set(playerAuth)).body.character;
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const hp = (auth, currentHp) => request(app).patch(ch).set(auth).send({ currentHp });
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const save = (auth, body) => request(app).post(`${ch}/death-saves`).set(auth).send(body);
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const max = (await sheet()).sheet.hp.max;
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expect((await sheet()).deathSaves).toEqual({ state: 'UP', successes: 0, failures: 0 });
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// No saves while standing, and a save is a d20.
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expect((await save(playerAuth, { action: 'roll', roll: 12 })).status).toBe(400);
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await hp(playerAuth, 0);
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expect((await sheet()).deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 0 });
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expect((await save(playerAuth, { action: 'roll', roll: 21 })).status).toBe(400);
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// 10 and up succeeds, below fails, and a 1 fails twice.
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expect((await save(playerAuth, { action: 'roll', roll: 10 })).body.character.deathSaves).toEqual({ state: 'DYING', successes: 1, failures: 0 });
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expect((await save(playerAuth, { action: 'roll', roll: 9 })).body.character.deathSaves).toEqual({ state: 'DYING', successes: 1, failures: 1 });
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// Being hit while down is a failed save; healing clears the lot.
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expect((await hp(dmAuth, -1)).body.character.deathSaves).toEqual({ state: 'DYING', successes: 1, failures: 2 });
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expect((await hp(playerAuth, 3)).body.character.deathSaves).toEqual({ state: 'UP', successes: 0, failures: 0 });
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// Three successes: stable, at 0 HP, with nothing left to roll.
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await hp(playerAuth, 0);
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for (const roll of [15, 11, 19]) await save(playerAuth, { action: 'roll', roll });
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let now = await sheet();
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expect([now.currentHp, now.deathSaves]).toEqual([0, { state: 'STABLE', successes: 0, failures: 0 }]);
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expect((await save(playerAuth, { action: 'roll', roll: 12 })).status).toBe(400);
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// Damage ends that; a 20 puts them back up with 1 HP.
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expect((await hp(dmAuth, -1)).body.character.deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 1 });
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now = (await save(playerAuth, { action: 'roll', roll: 20 })).body.character;
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expect([now.currentHp, now.deathSaves]).toEqual([1, { state: 'UP', successes: 0, failures: 0 }]);
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// Someone else can steady them without a roll.
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await hp(playerAuth, 0);
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expect((await save(playerAuth, { action: 'stabilize' })).body.character.deathSaves.state).toBe('STABLE');
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// The tallies are the DM's to set by hand; a 1 on top of two failures kills.
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expect((await save(playerAuth, { action: 'set', successes: 0, failures: 0 })).status).toBe(403);
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expect((await save(dmAuth, { action: 'set', successes: 2, failures: 2 })).body.character.deathSaves).toEqual({ state: 'DYING', successes: 2, failures: 2 });
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expect((await save(playerAuth, { action: 'roll', roll: 1 })).body.character.deathSaves.state).toBe('DEAD');
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// The dead can't be healed or roll; only the DM brings them back.
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expect((await hp(playerAuth, max)).status).toBe(400);
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expect((await save(playerAuth, { action: 'roll', roll: 20 })).status).toBe(400);
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expect((await save(playerAuth, { action: 'revive' })).status).toBe(403);
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now = (await save(dmAuth, { action: 'revive' })).body.character;
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expect([now.currentHp, now.deathSaves]).toEqual([1, { state: 'UP', successes: 0, failures: 0 }]);
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});
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itIfDb('follow the character into an encounter, where one huge blow kills outright', async () => {
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const { dmAuth, playerAuth, campaign } = await setupCampaign('deathsaves-enc');
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const heroId = await buildCharacter(campaign.id, playerAuth, 'Doomed');
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const ch = `/characters/${heroId}`;
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const max = (await request(app).get(ch).set(playerAuth)).body.character.sheet.hp.max;
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const e = `/encounters/${(await request(app).post(`/campaigns/${campaign.id}/encounters`).set(dmAuth).send({ name: 'Last Stand' })).body.encounter.id}`;
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const row = (await request(app).post(`${e}/participants`).set(dmAuth).send({ characterId: heroId })).body.participant;
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const strike = (currentHp) => request(app).patch(`${e}/participants/${row.id}`).set(dmAuth).send({ currentHp });
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const combatant = async () => (await request(app).get(e).set(playerAuth)).body.encounter.participants[0];
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// Temp HP that soaks the whole blow keeps them on their feet.
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await request(app).patch(ch).set(playerAuth).send({ tempHp: 2 });
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await strike(max - 2);
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expect((await combatant()).characterCombatInfo.deathSaves.state).toBe('UP');
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// Dropped by the DM in the tracker; the player's own save shows there.
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await strike(1 - max); // max - 1 past zero: one short of killing outright
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expect((await combatant()).characterCombatInfo.deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 0 });
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await request(app).post(`${ch}/death-saves`).set(playerAuth).send({ action: 'roll', roll: 4 });
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expect((await combatant()).characterCombatInfo.deathSaves).toEqual({ state: 'DYING', successes: 0, failures: 1 });
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// The party list carries it too.
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const listed = (await request(app).get(`/campaigns/${campaign.id}/characters`).set(dmAuth)).body.characters.find((c) => c.id === heroId);
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expect(listed.deathSaves.state).toBe('DYING');
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// Healed, then hit for max HP more than they have left.
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await strike(max);
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await strike(-max);
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expect((await combatant()).characterCombatInfo.deathSaves.state).toBe('DEAD');
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expect((await strike(5)).status).toBe(400);
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});
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});
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describe('silver and copper', () => {
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itIfDb('are kept as separate coins, exchanged at fixed worth, given and rewarded', async () => {
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const { dmAuth, playerAuth, campaign } = await setupCampaign('coins');
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@@ -7,6 +7,7 @@ const { generateInviteCode } = require('../utils/inviteCode');
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const { computeCharacterSheet, MAX_DAMAGE_SCALING, MAX_GEAR_LEVEL } = require('../game/calculations');
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const { WEAPON_LIBRARY, SPELL_LIBRARY, MONSTER_LIBRARY } = require('../game/data/library');
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const { visitedLocationIds } = require('../utils/locations');
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const { deathSaveInfo } = require('../utils/hp');
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const router = express.Router();
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@@ -194,6 +195,7 @@ function characterSummary(character) {
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buildStage: character.buildStage,
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currentHp: character.currentHp,
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tempHp: character.tempHp,
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deathSaves: deathSaveInfo(character),
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gold: character.gold,
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silver: character.silver,
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copper: character.copper,
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@@ -31,7 +31,7 @@ const characterOptions = require('../game/data/characterOptions');
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const { SKILLS } = require('../game/data/skills');
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const { CURRENCIES, COIN_VALUE, COIN_COLUMN, InsufficientGoldError, adjustGold, spendCoins, worthInGold, giveGear } = require('../utils/grants');
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const { recordVisits } = require('../utils/locations');
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const { absorbDamage } = require('../utils/hp');
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const { absorbDamage, NO_DEATH_SAVES, lifeState, deathSaveInfo, settleDeathSaves, changeHp, rollDeathSave } = require('../utils/hp');
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const router = express.Router();
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@@ -85,6 +85,7 @@ function serializeCharacter(character, isOwner, isDM = true) {
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},
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currentHp: character.currentHp,
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tempHp: character.tempHp,
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deathSaves: deathSaveInfo(character),
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armorBonus: character.armorBonus,
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specialAbilities: character.specialAbilities,
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background: character.background,
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@@ -184,18 +185,28 @@ router.patch('/:id', requireCharacterAccess({ write: true }), async (req, res, n
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// Damage is soaked by temp HP before it reaches real HP — unless this
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// same request sets temp HP outright.
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if (parsed.data.currentHp !== undefined && parsed.data.tempHp === undefined) {
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const settingHp = parsed.data.currentHp !== undefined;
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const settingTempHp = parsed.data.tempHp !== undefined;
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if (req.character.buildStage === 'COMPLETE' && (settingHp || parsed.data.level !== undefined)) {
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// Current HP stays within 0..max, including when a level change moves max.
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const maxHp = computeCharacterSheet({ ...req.character, ...parsed.data }).hp.max;
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if (!settingHp) {
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parsed.data.currentHp = clamp(req.character.currentHp, 0, maxHp);
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} else {
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if (lifeState(req.character) === 'DEAD' && parsed.data.currentHp > 0) {
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return res.status(400).json({ error: `${req.character.name} is dead. The DM has to revive them before they can be healed.` });
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}
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// Reaching 0, being hit while there, and being healed back up all
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// move the death saves along with the HP.
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const { tempHp, ...after } = changeHp(settingTempHp ? { ...req.character, tempHp: 0 } : req.character, parsed.data.currentHp, maxHp);
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Object.assign(parsed.data, after, settingTempHp ? {} : { tempHp });
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}
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} else if (settingHp && !settingTempHp) {
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const after = absorbDamage(req.character.currentHp, req.character.tempHp, parsed.data.currentHp);
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parsed.data.currentHp = after.currentHp;
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if (after.tempHp !== req.character.tempHp) parsed.data.tempHp = after.tempHp;
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}
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// Current HP stays within 0..max, including when a level change moves max.
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if (req.character.buildStage === 'COMPLETE' && (parsed.data.currentHp !== undefined || parsed.data.level !== undefined)) {
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const maxHp = computeCharacterSheet({ ...req.character, ...parsed.data }).hp.max;
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parsed.data.currentHp = clamp(parsed.data.currentHp ?? req.character.currentHp, 0, maxHp);
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}
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// privateNotes is for the owning player only — a DM editing someone
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// else's character (or another player, though write access already
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// blocks that) should never be able to set it through this route.
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@@ -234,6 +245,61 @@ router.patch('/:id', requireCharacterAccess({ write: true }), async (req, res, n
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}
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});
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// ---------------------------------------------------------------------------
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// Death saves — what happens to a character at 0 HP (utils/hp.js)
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// ---------------------------------------------------------------------------
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const deathSaveTally = z.number().int().min(0).max(3);
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const deathSaveRoll = z.number().int().min(1, 'A death save is a d20: 1 to 20').max(20, 'A death save is a d20: 1 to 20');
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const deathSaveSchema = z.discriminatedUnion('action', [
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// What the d20 showed; the server works out what it means.
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z.object({ action: z.literal('roll'), roll: deathSaveRoll }),
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// Steadied by someone else: a Medicine check, a healer's kit, a spell.
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z.object({ action: z.literal('stabilize') }),
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// The DM setting the tallies by hand: a critical hit's second failure, or
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// undoing a mistake.
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z.object({ action: z.literal('set'), successes: deathSaveTally, failures: deathSaveTally }),
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// The DM bringing back the dead, at 1 HP.
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z.object({ action: z.literal('revive') }),
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]);
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// The owning player rolls their own death saves and can be steadied; setting
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// the tallies by hand and raising the dead are the DM's.
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router.post('/:id/death-saves', requireCharacterAccess({ write: true }), async (req, res, next) => {
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try {
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const parsed = deathSaveSchema.safeParse(req.body);
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if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
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const { character } = req;
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if (character.buildStage !== 'COMPLETE') return res.status(400).json({ error: 'Character build is not finished yet.' });
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const input = parsed.data;
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const state = lifeState(character);
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if ((input.action === 'set' || input.action === 'revive') && !req.isDM) {
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return res.status(403).json({ error: 'Only the DM can do that.' });
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}
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let data;
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if (input.action === 'roll' || input.action === 'stabilize') {
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if (state !== 'DYING') return res.status(400).json({ error: `${character.name} is not dying, so there is no death save to make.` });
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data = input.action === 'roll' ? rollDeathSave(character, input.roll) : { ...NO_DEATH_SAVES, stable: true };
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} else if (input.action === 'set') {
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if (state === 'UP') return res.status(400).json({ error: `${character.name} is not at 0 HP.` });
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data = settleDeathSaves(input.successes, input.failures);
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} else {
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if (state !== 'DEAD') return res.status(400).json({ error: `${character.name} is not dead.` });
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data = { currentHp: 1, ...NO_DEATH_SAVES };
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}
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await prisma.character.update({ where: { id: character.id }, data });
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const full = await loadFullCharacter(character.id);
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req.app.get('io').to(`campaign:${full.campaignId}`).emit('character:updated', { characterId: full.id });
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res.json({ character: serializeCharacter(full, req.isOwner) });
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} catch (err) {
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next(err);
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}
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});
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router.delete('/:id', requireCharacterAccess(), async (req, res, next) => {
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try {
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if (!req.isDM) return res.status(403).json({ error: 'DM only' });
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@@ -844,6 +910,7 @@ router.get('/:id/quick-stats', requireCharacterAccess(), async (req, res, next)
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currentHp: character.currentHp,
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maxHp: sheet.hp.max,
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tempHp: character.tempHp,
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deathSaves: deathSaveInfo(character),
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armorClass: sheet.armorClass,
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initiative: sheet.initiative,
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speed: sheet.speed,
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@@ -6,7 +6,7 @@ const { loadCampaignMembership } = require('../middleware/campaignAccess');
|
||||
const { computeCharacterSheet, computeWeaponStats, canUseGear, abilityModifier, MAX_GEAR_LEVEL } = require('../game/calculations');
|
||||
const { CURRENCIES, adjustGold, giveGear } = require('../utils/grants');
|
||||
const { moveCharacters, visitedLocationIds } = require('../utils/locations');
|
||||
const { absorbDamage } = require('../utils/hp');
|
||||
const { lifeState, deathSaveInfo, changeHp } = require('../utils/hp');
|
||||
|
||||
const router = express.Router();
|
||||
|
||||
@@ -103,6 +103,7 @@ function characterCombatInfo(character) {
|
||||
armorClass: sheet.armorClass,
|
||||
maxHp: sheet.hp.max,
|
||||
tempHp: character.tempHp,
|
||||
deathSaves: deathSaveInfo(character),
|
||||
speed: sheet.speed,
|
||||
initiativeBonus: sheet.initiative,
|
||||
passivePerception: sheet.passivePerception,
|
||||
@@ -261,6 +262,9 @@ router.patch('/:id', requireEncounterAccess, requireDM, async (req, res, next) =
|
||||
data.activeParticipantId = inTurnOrder(participants)[0]?.id ?? null;
|
||||
}
|
||||
|
||||
// A target belongs to the moment; beginning, ending or reopening clears it.
|
||||
if (data.status && data.status !== req.encounter.status) data.targetParticipantId = null;
|
||||
|
||||
await prisma.encounter.update({ where: { id: req.encounter.id }, data });
|
||||
await respondWithEncounter(req, res);
|
||||
} catch (err) {
|
||||
@@ -399,10 +403,14 @@ router.patch('/:id/participants/:participantId', requireEncounterAccess, async (
|
||||
const maxHp = computeCharacterSheet(character, character.skillProficiencies, character.saveProficiencies).hp.max;
|
||||
data.maxHp = maxHp;
|
||||
if (data.currentHp !== undefined) {
|
||||
// Temp HP soaks damage first; what is left lands on the character.
|
||||
const after = absorbDamage(character.currentHp, character.tempHp, data.currentHp);
|
||||
data.currentHp = clamp(after.currentHp, 0, maxHp);
|
||||
await prisma.character.update({ where: { id: character.id }, data: { currentHp: data.currentHp, tempHp: after.tempHp } });
|
||||
if (lifeState(character) === 'DEAD' && data.currentHp > 0) {
|
||||
return res.status(400).json({ error: `${character.name} is dead. Revive them before healing.` });
|
||||
}
|
||||
// Temp HP soaks damage first; what is left lands on the character,
|
||||
// and at 0 HP it moves their death saves too.
|
||||
const after = changeHp(character, data.currentHp, maxHp);
|
||||
data.currentHp = after.currentHp;
|
||||
await prisma.character.update({ where: { id: character.id }, data: after });
|
||||
emitCharacterUpdated(req, character.id);
|
||||
}
|
||||
} else if (data.currentHp !== undefined) {
|
||||
@@ -425,10 +433,14 @@ router.delete('/:id/participants/:participantId', requireEncounterAccess, requir
|
||||
const index = order.findIndex((p) => p.id === req.params.participantId);
|
||||
if (index === -1) return res.status(404).json({ error: 'Combatant not found in this encounter' });
|
||||
|
||||
// Removing whoever is on turn passes the turn to the next combatant.
|
||||
if (req.encounter.activeParticipantId === req.params.participantId) {
|
||||
// Removing whoever is on turn passes the turn to the next combatant, and
|
||||
// the target goes with the turn — or with the combatant who was it.
|
||||
const { activeParticipantId, targetParticipantId } = req.encounter;
|
||||
if (activeParticipantId === req.params.participantId) {
|
||||
const next = order.length > 1 ? order[(index + 1) % order.length] : null;
|
||||
await prisma.encounter.update({ where: { id: req.encounter.id }, data: { activeParticipantId: next ? next.id : null } });
|
||||
await prisma.encounter.update({ where: { id: req.encounter.id }, data: { activeParticipantId: next ? next.id : null, targetParticipantId: null } });
|
||||
} else if (targetParticipantId === req.params.participantId) {
|
||||
await prisma.encounter.update({ where: { id: req.encounter.id }, data: { targetParticipantId: null } });
|
||||
}
|
||||
await prisma.encounterParticipant.delete({ where: { id: req.params.participantId } });
|
||||
await respondWithEncounter(req, res);
|
||||
@@ -437,6 +449,45 @@ router.delete('/:id/participants/:participantId', requireEncounterAccess, requir
|
||||
}
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Target — who the combatant on turn is going for
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
const targetSchema = z.object({ participantId: z.string().nullable() }); // null clears it
|
||||
|
||||
// One combatant at a time can be marked as the target, for everyone to see;
|
||||
// the DM's screen then offers to apply damage to it. The DM can mark anyone
|
||||
// at any time. A player can while their own character is on turn in a battle.
|
||||
router.put('/:id/target', requireEncounterAccess, async (req, res, next) => {
|
||||
try {
|
||||
const parsed = targetSchema.safeParse(req.body);
|
||||
if (!parsed.success) return res.status(400).json({ error: parsed.error.flatten() });
|
||||
const { participantId } = parsed.data;
|
||||
|
||||
if (!req.isDM) {
|
||||
const { mode, status, activeParticipantId } = req.encounter;
|
||||
const onTurn =
|
||||
mode === 'BATTLE' && status === 'ACTIVE' && activeParticipantId
|
||||
? await prisma.encounterParticipant.findFirst({
|
||||
where: { id: activeParticipantId, encounterId: req.encounter.id, character: { userId: req.user.id } },
|
||||
select: { id: true },
|
||||
})
|
||||
: null;
|
||||
if (!onTurn) return res.status(403).json({ error: "You can only pick a target on your own character's turn" });
|
||||
}
|
||||
|
||||
if (participantId) {
|
||||
const target = await prisma.encounterParticipant.findFirst({ where: { id: participantId, encounterId: req.encounter.id }, select: { id: true } });
|
||||
if (!target) return res.status(400).json({ error: 'Combatant not found in this encounter' });
|
||||
}
|
||||
|
||||
await prisma.encounter.update({ where: { id: req.encounter.id }, data: { targetParticipantId: participantId } });
|
||||
await respondWithEncounter(req, res);
|
||||
} catch (err) {
|
||||
next(err);
|
||||
}
|
||||
});
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Turns and rounds
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -456,6 +507,7 @@ router.post('/:id/next-turn', requireEncounterAccess, requireDM, async (req, res
|
||||
data: {
|
||||
status: 'ACTIVE',
|
||||
activeParticipantId: order[wrapped || index === -1 ? 0 : index + 1].id,
|
||||
targetParticipantId: null, // the next combatant picks their own
|
||||
...(wrapped ? { currentRound: { increment: 1 } } : {}),
|
||||
},
|
||||
});
|
||||
@@ -473,6 +525,7 @@ router.post('/:id/advance-round', requireEncounterAccess, requireDM, async (req,
|
||||
data: {
|
||||
currentRound: { increment: 1 },
|
||||
status: 'ACTIVE',
|
||||
targetParticipantId: null,
|
||||
// A new round starts back at the top of the initiative order.
|
||||
...(req.encounter.mode === 'BATTLE' ? { activeParticipantId: inTurnOrder(participants)[0]?.id ?? null } : {}),
|
||||
},
|
||||
|
||||
+67
-1
@@ -9,4 +9,70 @@ function absorbDamage(currentHp, tempHp, requestedHp) {
|
||||
return { currentHp: requestedHp + absorbed, tempHp: tempHp - absorbed };
|
||||
}
|
||||
|
||||
module.exports = { absorbDamage };
|
||||
// ---------------------------------------------------------------------------
|
||||
// At 0 HP — death saves
|
||||
// ---------------------------------------------------------------------------
|
||||
//
|
||||
// A character at 0 HP is dying: they roll a d20 each turn, and three successes
|
||||
// or three failures settle it. The tallies and the "stable" flag live on the
|
||||
// Character row, next to the HP they belong to.
|
||||
|
||||
// Three successes steady a character; three failures kill them.
|
||||
const DEATH_SAVE_LIMIT = 3;
|
||||
|
||||
const NO_DEATH_SAVES = { deathSaveSuccesses: 0, deathSaveFailures: 0, stable: false };
|
||||
|
||||
// UP: on their feet. DYING: at 0 HP and rolling death saves. STABLE: at 0 HP
|
||||
// but no longer rolling. DEAD: three failures, or one blow too big to survive.
|
||||
function lifeState(character) {
|
||||
if (character.deathSaveFailures >= DEATH_SAVE_LIMIT) return 'DEAD';
|
||||
if (character.currentHp > 0) return 'UP';
|
||||
return character.stable ? 'STABLE' : 'DYING';
|
||||
}
|
||||
|
||||
// What the API sends about it, the same shape wherever a character's HP goes.
|
||||
function deathSaveInfo(character) {
|
||||
return { state: lifeState(character), successes: character.deathSaveSuccesses, failures: character.deathSaveFailures };
|
||||
}
|
||||
|
||||
// Turns a pair of tallies into what gets stored: the third failure is death,
|
||||
// and the third success makes the character stable, which clears the tallies.
|
||||
function settleDeathSaves(successes, failures) {
|
||||
if (failures >= DEATH_SAVE_LIMIT) return { deathSaveSuccesses: successes, deathSaveFailures: DEATH_SAVE_LIMIT, stable: false };
|
||||
if (successes >= DEATH_SAVE_LIMIT) return { ...NO_DEATH_SAVES, stable: true };
|
||||
return { deathSaveSuccesses: successes, deathSaveFailures: failures, stable: false };
|
||||
}
|
||||
|
||||
// Damage or healing on a finished character. `requestedHp` is the HP that was
|
||||
// asked for, which may be below zero or above max. Returns every column that
|
||||
// should be written: HP and temp HP, plus the death-save columns when the
|
||||
// change touches them.
|
||||
//
|
||||
// - Damage comes off temp HP first.
|
||||
// - Dropping to 0 starts the death saves from a clean slate.
|
||||
// - Damage taken while already at 0 is one failed save, and ends "stable".
|
||||
// - Damage that would leave as much as max HP still to take once HP is at 0
|
||||
// kills outright.
|
||||
// - Any healing from 0 puts the character back up and clears the tallies.
|
||||
function changeHp(character, requestedHp, maxHp) {
|
||||
const soaked = absorbDamage(character.currentHp, character.tempHp, requestedHp);
|
||||
const after = { currentHp: Math.min(Math.max(soaked.currentHp, 0), maxHp), tempHp: soaked.tempHp };
|
||||
if (after.currentHp > 0) return { ...after, ...NO_DEATH_SAVES };
|
||||
|
||||
const damage = character.currentHp - soaked.currentHp; // what got past temp HP
|
||||
if (damage <= 0) return after;
|
||||
if (-soaked.currentHp >= maxHp) return { ...after, ...settleDeathSaves(0, DEATH_SAVE_LIMIT) };
|
||||
if (character.currentHp > 0) return { ...after, ...NO_DEATH_SAVES };
|
||||
return { ...after, ...settleDeathSaves(character.deathSaveSuccesses, character.deathSaveFailures + 1) };
|
||||
}
|
||||
|
||||
// A dying character's death save, from what the d20 showed: 10 or more is a
|
||||
// success, less is a failure, a 1 is two failures, and a 20 puts them back on
|
||||
// their feet with 1 HP.
|
||||
function rollDeathSave(character, roll) {
|
||||
if (roll === 20) return { currentHp: 1, ...NO_DEATH_SAVES };
|
||||
if (roll >= 10) return settleDeathSaves(character.deathSaveSuccesses + 1, character.deathSaveFailures);
|
||||
return settleDeathSaves(character.deathSaveSuccesses, character.deathSaveFailures + (roll === 1 ? 2 : 1));
|
||||
}
|
||||
|
||||
module.exports = { absorbDamage, DEATH_SAVE_LIMIT, NO_DEATH_SAVES, lifeState, deathSaveInfo, settleDeathSaves, changeHp, rollDeathSave };
|
||||
|
||||
@@ -0,0 +1,84 @@
|
||||
const { lifeState, settleDeathSaves, changeHp, rollDeathSave } = require('./hp');
|
||||
|
||||
const CLEAR = { deathSaveSuccesses: 0, deathSaveFailures: 0, stable: false };
|
||||
const hero = (over = {}) => ({ currentHp: 10, tempHp: 0, ...CLEAR, ...over });
|
||||
|
||||
describe('lifeState', () => {
|
||||
test('reads up, dying, stable and dead off the row', () => {
|
||||
expect(lifeState(hero())).toBe('UP');
|
||||
expect(lifeState(hero({ currentHp: 0 }))).toBe('DYING');
|
||||
expect(lifeState(hero({ currentHp: 0, stable: true }))).toBe('STABLE');
|
||||
expect(lifeState(hero({ currentHp: 0, deathSaveFailures: 3 }))).toBe('DEAD');
|
||||
});
|
||||
});
|
||||
|
||||
describe('changeHp', () => {
|
||||
test('ordinary damage and healing leave the death saves clear', () => {
|
||||
expect(changeHp(hero(), 4, 20)).toEqual({ currentHp: 4, tempHp: 0, ...CLEAR });
|
||||
expect(changeHp(hero(), 99, 20)).toEqual({ currentHp: 20, tempHp: 0, ...CLEAR });
|
||||
});
|
||||
|
||||
test('dropping to 0 starts the saves from nothing', () => {
|
||||
expect(changeHp(hero(), -5, 20)).toEqual({ currentHp: 0, tempHp: 0, ...CLEAR });
|
||||
});
|
||||
|
||||
test('damage at 0 HP is a failed save and ends stable', () => {
|
||||
const down = hero({ currentHp: 0, deathSaveSuccesses: 2, deathSaveFailures: 1 });
|
||||
expect(changeHp(down, -3, 20)).toMatchObject({ currentHp: 0, deathSaveSuccesses: 2, deathSaveFailures: 2, stable: false });
|
||||
expect(changeHp(hero({ currentHp: 0, stable: true }), -3, 20)).toMatchObject({ deathSaveFailures: 1, stable: false });
|
||||
expect(lifeState(changeHp(hero({ currentHp: 0, deathSaveFailures: 2 }), -1, 20))).toBe('DEAD');
|
||||
});
|
||||
|
||||
test('temp HP that soaks the whole blow costs no save', () => {
|
||||
const down = hero({ currentHp: 0, tempHp: 5, deathSaveFailures: 1 });
|
||||
expect(changeHp(down, -5, 20)).toEqual({ currentHp: 0, tempHp: 0 });
|
||||
});
|
||||
|
||||
test('asking for the HP they already have at 0 changes nothing', () => {
|
||||
expect(changeHp(hero({ currentHp: 0, deathSaveFailures: 2 }), 0, 20)).toEqual({ currentHp: 0, tempHp: 0 });
|
||||
});
|
||||
|
||||
test('damage of max HP or more past zero kills outright', () => {
|
||||
expect(lifeState(changeHp(hero(), -19, 20))).toBe('DYING');
|
||||
expect(lifeState(changeHp(hero(), -20, 20))).toBe('DEAD');
|
||||
expect(lifeState(changeHp(hero({ currentHp: 0 }), -20, 20))).toBe('DEAD');
|
||||
// Temp HP counts against the blow first.
|
||||
expect(lifeState(changeHp(hero({ tempHp: 1 }), -20, 20))).toBe('DYING');
|
||||
});
|
||||
|
||||
test('healing from 0 puts them back up with a clean slate', () => {
|
||||
const down = hero({ currentHp: 0, deathSaveSuccesses: 1, deathSaveFailures: 2 });
|
||||
expect(changeHp(down, 1, 20)).toEqual({ currentHp: 1, tempHp: 0, ...CLEAR });
|
||||
expect(changeHp(hero({ currentHp: 0, stable: true }), 6, 20)).toEqual({ currentHp: 6, tempHp: 0, ...CLEAR });
|
||||
});
|
||||
});
|
||||
|
||||
describe('rollDeathSave', () => {
|
||||
const down = (successes, failures) => hero({ currentHp: 0, deathSaveSuccesses: successes, deathSaveFailures: failures });
|
||||
|
||||
test('10 or more succeeds, less fails, a 1 fails twice', () => {
|
||||
expect(rollDeathSave(down(0, 0), 10)).toEqual({ deathSaveSuccesses: 1, deathSaveFailures: 0, stable: false });
|
||||
expect(rollDeathSave(down(0, 0), 19)).toEqual({ deathSaveSuccesses: 1, deathSaveFailures: 0, stable: false });
|
||||
expect(rollDeathSave(down(0, 0), 9)).toEqual({ deathSaveSuccesses: 0, deathSaveFailures: 1, stable: false });
|
||||
expect(rollDeathSave(down(0, 0), 1)).toEqual({ deathSaveSuccesses: 0, deathSaveFailures: 2, stable: false });
|
||||
});
|
||||
|
||||
test('the third success makes them stable and clears the tallies', () => {
|
||||
expect(rollDeathSave(down(2, 2), 14)).toEqual({ ...CLEAR, stable: true });
|
||||
});
|
||||
|
||||
test('the third failure is death, and never counts past three', () => {
|
||||
expect(rollDeathSave(down(2, 2), 5)).toMatchObject({ deathSaveFailures: 3 });
|
||||
expect(rollDeathSave(down(0, 2), 1)).toMatchObject({ deathSaveFailures: 3 });
|
||||
});
|
||||
|
||||
test('a 20 is 1 HP and a clean slate', () => {
|
||||
expect(rollDeathSave(down(0, 2), 20)).toEqual({ currentHp: 1, ...CLEAR });
|
||||
});
|
||||
});
|
||||
|
||||
describe('settleDeathSaves', () => {
|
||||
test('failures win a tie at three', () => {
|
||||
expect(settleDeathSaves(3, 3)).toMatchObject({ deathSaveFailures: 3, stable: false });
|
||||
});
|
||||
});
|
||||
+47
-2
@@ -325,6 +325,47 @@ Example: a Fighter (d10) with CON 14 (+2) has 12 at level 1 and 28 at level 3.
|
||||
**Temp HP** is a tracked number shown beside HP. Damage is not taken from it
|
||||
automatically.
|
||||
|
||||
### At 0 HP: death saves
|
||||
|
||||
A character at 0 HP is in one of three states, shown on the sheet under the
|
||||
HP bar, on their encounter card, in the quick stats and in the party lists.
|
||||
|
||||
| State | Meaning | How it ends |
|
||||
|---|---|---|
|
||||
| Dying | Rolling death saves | Three successes, three failures, healing, or being stabilised |
|
||||
| Stable | At 0 HP, no longer rolling | Healing wakes them; damage makes them Dying again |
|
||||
| Dead | Three failures, or one blow too big to survive | Only the DM's **Revive at 1 HP** |
|
||||
|
||||
**Rolling.** While Dying, type what the d20 showed and click **Death save**.
|
||||
The app does not roll it.
|
||||
|
||||
| Roll | Result |
|
||||
|---|---|
|
||||
| 1 | Two failures |
|
||||
| 2 to 9 | One failure |
|
||||
| 10 to 19 | One success |
|
||||
| 20 | Back up with 1 HP, tallies cleared |
|
||||
|
||||
- **Three successes:** Stable. The tallies are cleared.
|
||||
- **Three failures:** Dead.
|
||||
- **Stabilise** makes a Dying character Stable without a roll, for when
|
||||
someone steadies them (a Medicine check, a healer's kit, a spell).
|
||||
- **Damage at 0 HP** is one failed save, and makes a Stable character Dying
|
||||
again. Damage soaked entirely by temp HP does not count. The app cannot tell
|
||||
a critical hit; the DM adds its second failure by clicking a pip.
|
||||
- **Massive damage:** if a blow leaves as much as the character's max HP
|
||||
still to take once HP reaches 0, they are Dead at once. A character with
|
||||
12 max HP on 5 HP dies from 17 damage or more.
|
||||
- **Healing** from 0, by any amount, puts the character back up and clears
|
||||
the tallies and Stable.
|
||||
- **Dead** characters cannot be healed: Heal is refused with a message. The
|
||||
DM clicks **Revive at 1 HP**, then heals as normal.
|
||||
- The **DM** can click a pip to set either tally by hand, to fix a mistake.
|
||||
|
||||
Dropping to 0 always starts from empty tallies. None of this changes any
|
||||
other number on the sheet, and nothing is added to the conditions in an
|
||||
encounter.
|
||||
|
||||
## 8. Other derived stats
|
||||
|
||||
| Stat | Formula |
|
||||
@@ -638,7 +679,9 @@ players never receive.
|
||||
- "Begin Battle" puts the highest initiative on turn. "Next Turn" passes the
|
||||
turn down the order, and going past the last combatant starts the next
|
||||
round. "Next Round" jumps straight to the top of the next round.
|
||||
- A combatant at 0 HP is marked Down but still takes its turn in the order.
|
||||
- A monster or NPC at 0 HP is marked Down; a character is Dying and makes
|
||||
death saves on its card (section 7). Either still has its place in the
|
||||
order.
|
||||
- Conditions (Prone, Poisoned, …) are picked from a list and removed with a
|
||||
click.
|
||||
|
||||
@@ -689,6 +732,8 @@ Another Campaign" card on its sheet.
|
||||
| View private notes | Yes | No | No |
|
||||
| Run the builder | Yes | Yes | No |
|
||||
| Change HP, temp HP, armor bonus | Yes | Yes | No |
|
||||
| Enter a death save, or stabilise | Yes | Yes | No |
|
||||
| Set death-save tallies by hand, revive from dead | No | Yes | No |
|
||||
| Edit special abilities, background, appearance (after the build) | No | Yes | No |
|
||||
| Tick Equipped / Prepared | Yes | Yes | No |
|
||||
| Give, remove or re-count weapons, spells and items | No | Yes | No |
|
||||
@@ -727,7 +772,7 @@ calculations for them.
|
||||
- Rolling attacks, damage, saves or checks for a character (the dice roller,
|
||||
bottom left of every page, is a plain roller that knows nothing about the
|
||||
sheet)
|
||||
- Death saves, conditions on the sheet, and resting
|
||||
- Conditions on the sheet, and resting
|
||||
- Automatic levelling from XP
|
||||
- Alignment, languages, tool proficiencies and backgrounds-as-rules
|
||||
- Encumbrance and item weight
|
||||
|
||||
+59
-3
@@ -149,11 +149,37 @@ The DM types an amount and clicks Damage or Heal on a card.
|
||||
monsters and NPCs it depends on the campaign setting "Players see the exact
|
||||
hit points of monsters and NPCs": on (the default) shows the numbers, off
|
||||
shows only the health bar. The DM always sees the numbers.
|
||||
- At 0 HP a combatant is marked **Down** and dimmed. It keeps its place in
|
||||
the order; nothing is removed automatically.
|
||||
- At 0 HP a monster or NPC is marked **Down** and dimmed. It keeps its place
|
||||
in the order; nothing is removed automatically.
|
||||
- A **character** at 0 HP is **Dying** instead, and its card grows a death-save
|
||||
box: see below.
|
||||
- A character's temporary HP is shown beside its HP but is not used up
|
||||
automatically.
|
||||
|
||||
### A character at 0 HP
|
||||
|
||||
The full rules are in [CHARACTERS.md](CHARACTERS.md), section 7; the box on
|
||||
the card is the same one as on the sheet, and both change the same character.
|
||||
|
||||
- **Dying.** The box shows two tallies, Saved and Failed, three pips each.
|
||||
Type what the d20 showed and click **Death save**: 10 or more is a success,
|
||||
less is a failure, a 1 is two failures, a 20 puts the character back up at
|
||||
1 HP. The DM can do this for anyone; a player for their own character.
|
||||
- **Damage while down** is one failed save, added when the DM clicks Damage.
|
||||
For a critical hit the DM clicks the next Failed pip to add the second.
|
||||
- **Stabilise** stops the saves without a roll (a Medicine check, a spell).
|
||||
Three successes do the same. A stable character stays at 0 HP.
|
||||
- **Heal** on a dying or stable character puts them back up and clears the
|
||||
tallies.
|
||||
- **Dead** after three failures, or when one blow leaves as much as the
|
||||
character's max HP still to take after reaching 0. Healing is refused; the
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||||
DM clicks **Revive at 1 HP**.
|
||||
- The DM can click any pip to set a tally by hand.
|
||||
|
||||
Nothing rolls or advances by itself: the app does not prompt for a save when
|
||||
the turn comes round, and a dying, stable or dead character keeps its place
|
||||
in the order.
|
||||
|
||||
## 7. Initiative, turns and rounds
|
||||
|
||||
Initiative is entered in battles and quests alike. Turns and rounds are for
|
||||
@@ -176,6 +202,32 @@ battles only.
|
||||
combatant it returns to the top and the **round** goes up by one.
|
||||
- **Next Round** skips straight to the top of the next round.
|
||||
|
||||
### Targets
|
||||
|
||||
One combatant at a time can be marked as the **target**: whoever is being
|
||||
attacked (or healed) right now.
|
||||
|
||||
- Click **🎯 Target** beside a combatant's name to mark them; click it again
|
||||
to clear. Marking someone else moves the mark.
|
||||
- The **DM** can mark anyone at any time, in a battle or a quest. A **player**
|
||||
can while their own character is on turn in a battle, so they can show the
|
||||
DM who they are going for.
|
||||
- The target's card is outlined in red for everyone and reads "Targeted by
|
||||
<whoever is on turn>".
|
||||
- While a target is marked the DM gets an **attack bar** above the list, which
|
||||
stays in view while scrolling. It shows who is attacking whom, the target's
|
||||
AC and HP, and the attacker's attacks: a character's equipped weapons (all
|
||||
of them if none are equipped) and damaging spells, or a monster's or NPC's
|
||||
attack and damage. The amount box is ready to type in; **Damage** (or
|
||||
Enter) and **Heal** change the target's HP exactly as the buttons on its
|
||||
card do.
|
||||
- The target stays marked after damage, for a second attack. It is cleared
|
||||
when the turn or round moves on, when the encounter begins, ends or is
|
||||
reopened, or when the target is removed.
|
||||
|
||||
The app does not roll the attack or decide whether it hits: the DM compares
|
||||
the roll with the AC shown and types the damage.
|
||||
|
||||
## 8. Conditions
|
||||
|
||||
The DM adds a condition to any card from the "+ Condition" list, and removes
|
||||
@@ -245,6 +297,9 @@ information cannot be dug out of the page.
|
||||
| Add or remove anyone | Yes | No |
|
||||
| Change HP or conditions | Yes | No |
|
||||
| Enter an initiative roll | Yes, for anyone | For their own character only |
|
||||
| Mark a target | Yes, any time | On their own character's turn |
|
||||
| Enter a death save, or stabilise | Yes, for anyone | For their own character only |
|
||||
| Set death-save tallies by hand, revive the dead | Yes | No |
|
||||
| Advance turns and rounds | Yes | No |
|
||||
| Add, remove or award rewards | Yes | No |
|
||||
|
||||
@@ -255,7 +310,8 @@ People outside the campaign cannot open its encounters.
|
||||
- Rolling initiative, attacks, damage or saves (use the dice roller, bottom
|
||||
left of every page)
|
||||
- Applying an attack's damage automatically
|
||||
- Death saves and stabilising
|
||||
- Death saves for monsters and NPCs, and prompting for a save on a dying
|
||||
character's turn
|
||||
- Conditions with durations or mechanical effects
|
||||
- Maps, positions, distances and areas of effect
|
||||
- Experience points and encounter difficulty
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"name": "frontend",
|
||||
"private": true,
|
||||
"version": "1.4.0",
|
||||
"version": "1.6.0",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"dev": "vite",
|
||||
|
||||
@@ -163,6 +163,28 @@ export function usePatchCharacter(characterId: string) {
|
||||
});
|
||||
}
|
||||
|
||||
// What can be done for a character at 0 HP: enter a death save (what the d20
|
||||
// showed), steady them, or — the DM only — set the tallies by hand or bring
|
||||
// back the dead.
|
||||
export type DeathSaveAction =
|
||||
| { action: 'roll'; roll: number }
|
||||
| { action: 'stabilize' }
|
||||
| { action: 'set'; successes: number; failures: number }
|
||||
| { action: 'revive' };
|
||||
|
||||
export function useDeathSave(characterId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
mutationFn: async (data: DeathSaveAction) =>
|
||||
(await apiClient.post<{ character: CharacterDetail }>(`/characters/${characterId}/death-saves`, data)).data.character,
|
||||
onSuccess: (character) => {
|
||||
invalidateCharacter(qc, characterId); // the sheet and its quick stats
|
||||
qc.invalidateQueries({ queryKey: ['encounter'] }); // a character combatant shows the sheet's HP
|
||||
qc.invalidateQueries({ queryKey: ['campaign', character.campaignId, 'characters'] });
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
export function useDeleteCharacter(campaignId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
@@ -728,6 +750,16 @@ export function usePatchEncounter(encounterId: string) {
|
||||
}
|
||||
type EncounterStatusInput = 'PLANNING' | 'ACTIVE' | 'COMPLETE';
|
||||
|
||||
// Marks a combatant as the target (null clears it). The DM at any time; a
|
||||
// player while their own character is on turn.
|
||||
export function useSetTarget(encounterId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
mutationFn: async (participantId: string | null) => (await apiClient.put(`/encounters/${encounterId}/target`, { participantId })).data,
|
||||
onSuccess: () => qc.invalidateQueries({ queryKey: ['encounter', encounterId] }),
|
||||
});
|
||||
}
|
||||
|
||||
export function useNextTurn(encounterId: string) {
|
||||
const qc = useQueryClient();
|
||||
return useMutation({
|
||||
|
||||
@@ -108,6 +108,17 @@ export interface CampaignMemberSummary {
|
||||
// The coins a character carries. 1 gold = 10 silver = 100 copper.
|
||||
export type Currency = 'GOLD' | 'SILVER' | 'COPPER';
|
||||
|
||||
// Where a character stands at 0 HP. UP: on their feet. DYING: rolling death
|
||||
// saves, three of either kind settles it. STABLE: at 0 HP but no longer
|
||||
// rolling. DEAD: three failures, or one blow too big to survive.
|
||||
export type LifeState = 'UP' | 'DYING' | 'STABLE' | 'DEAD';
|
||||
|
||||
export interface DeathSaves {
|
||||
state: LifeState;
|
||||
successes: number;
|
||||
failures: number;
|
||||
}
|
||||
|
||||
export interface CharacterSummary {
|
||||
id: string;
|
||||
campaignId: string;
|
||||
@@ -121,6 +132,7 @@ export interface CharacterSummary {
|
||||
buildStage: BuildStage;
|
||||
currentHp: number;
|
||||
tempHp: number;
|
||||
deathSaves: DeathSaves;
|
||||
// The purse; all three are null for another player's character.
|
||||
gold: number | null;
|
||||
silver: number | null;
|
||||
@@ -274,6 +286,7 @@ export interface CharacterDetail {
|
||||
rolledScores: Record<Ability, number>;
|
||||
currentHp: number;
|
||||
tempHp: number;
|
||||
deathSaves: DeathSaves;
|
||||
armorBonus: number;
|
||||
specialAbilities: string | null;
|
||||
background: string | null;
|
||||
@@ -386,6 +399,7 @@ export interface CharacterCombatInfo {
|
||||
characterClass: CharacterClass | null;
|
||||
armorClass: number;
|
||||
tempHp: number;
|
||||
deathSaves: DeathSaves;
|
||||
speed: number;
|
||||
initiativeBonus: number;
|
||||
passivePerception: number;
|
||||
@@ -433,6 +447,8 @@ export interface Encounter {
|
||||
status: EncounterStatus;
|
||||
currentRound: number;
|
||||
activeParticipantId: string | null;
|
||||
// The combatant marked as the target right now, for everyone to see.
|
||||
targetParticipantId: string | null;
|
||||
description: string | null;
|
||||
dmNotes?: string | null; // DM only
|
||||
// Where the scene is. A player is only told once their character has been there.
|
||||
@@ -524,6 +540,7 @@ export interface QuickStats {
|
||||
currentHp: number;
|
||||
maxHp: number;
|
||||
tempHp: number;
|
||||
deathSaves: DeathSaves;
|
||||
armorClass: number;
|
||||
initiative: number;
|
||||
speed: number;
|
||||
|
||||
@@ -0,0 +1,118 @@
|
||||
import { useState } from 'react';
|
||||
import { useDeathSave } from '../api/queries';
|
||||
import { InfoTip } from './InfoTip';
|
||||
import { NumberInput } from './NumberInput';
|
||||
import type { DeathSaves as DeathSavesInfo } from '../api/types';
|
||||
|
||||
const STATE_LABELS = { DYING: 'Dying', STABLE: 'Stable', DEAD: '☠ Dead' } as const;
|
||||
|
||||
// Nothing for a character on their feet; otherwise where they stand at 0 HP.
|
||||
export function LifeBadge({ deathSaves }: { deathSaves: DeathSavesInfo }) {
|
||||
if (deathSaves.state === 'UP') return null;
|
||||
return <span className={`badge ${deathSaves.state === 'STABLE' ? '' : 'badge-hostile'}`}>{STATE_LABELS[deathSaves.state]}</span>;
|
||||
}
|
||||
|
||||
// Three pips for one tally. For the DM each is a button: clicking a pip sets
|
||||
// the tally to it, and clicking the last filled one takes it back off.
|
||||
function Pips({ kind, count, onSet }: { kind: 'success' | 'failure'; count: number; onSet?: (count: number) => void }) {
|
||||
const noun = kind === 'success' ? 'successes' : 'failures';
|
||||
return (
|
||||
<span className="death-pips" role="group" aria-label={`${count} of 3 ${noun}`}>
|
||||
{[1, 2, 3].map((n) => {
|
||||
const className = `death-pip is-${kind}${n <= count ? ' is-filled' : ''}`;
|
||||
return onSet ? (
|
||||
<button key={n} type="button" className={className} aria-label={`Set ${noun} to ${n === count ? n - 1 : n}`} onClick={() => onSet(n === count ? n - 1 : n)} />
|
||||
) : (
|
||||
<span key={n} className={className} />
|
||||
);
|
||||
})}
|
||||
</span>
|
||||
);
|
||||
}
|
||||
|
||||
// What happens to a character at 0 HP: the death-save tallies, and the ways
|
||||
// out of them. `canAct` is the character's own player or the DM; setting the
|
||||
// tallies by hand and raising the dead are the DM's alone.
|
||||
export function DeathSaves({
|
||||
characterId,
|
||||
name,
|
||||
deathSaves,
|
||||
canAct,
|
||||
isDM,
|
||||
onError,
|
||||
}: {
|
||||
characterId: string;
|
||||
name: string;
|
||||
deathSaves: DeathSavesInfo;
|
||||
canAct: boolean;
|
||||
isDM: boolean;
|
||||
onError?: (err: unknown) => void;
|
||||
}) {
|
||||
const deathSave = useDeathSave(characterId);
|
||||
const [roll, setRoll] = useState('');
|
||||
const { state, successes, failures } = deathSaves;
|
||||
if (state === 'UP') return null;
|
||||
|
||||
const send = (action: Parameters<typeof deathSave.mutate>[0]) => deathSave.mutate(action, { onError });
|
||||
|
||||
function handleRoll() {
|
||||
const value = Number(roll);
|
||||
if (!roll || !Number.isInteger(value)) return;
|
||||
send({ action: 'roll', roll: value });
|
||||
setRoll('');
|
||||
}
|
||||
|
||||
return (
|
||||
<div className={`death-saves is-${state.toLowerCase()}`}>
|
||||
<div className="flex-row flex-wrap">
|
||||
<LifeBadge deathSaves={deathSaves} />
|
||||
{state === 'DYING' && (
|
||||
<>
|
||||
<span className="death-tally">
|
||||
Saved <Pips kind="success" count={successes} onSet={isDM ? (n) => send({ action: 'set', successes: n, failures }) : undefined} />
|
||||
</span>
|
||||
<span className="death-tally">
|
||||
Failed <Pips kind="failure" count={failures} onSet={isDM ? (n) => send({ action: 'set', successes, failures: n }) : undefined} />
|
||||
</span>
|
||||
<InfoTip term="DEATH_SAVES" />
|
||||
</>
|
||||
)}
|
||||
{state === 'STABLE' && <span className="combatant-sub">Out cold at 0 HP, but no longer rolling. Any healing wakes them; damage starts the saves again.</span>}
|
||||
{state === 'DEAD' && <span className="combatant-sub">{isDM ? 'Healing does nothing now.' : 'Only the DM can bring them back.'}</span>}
|
||||
</div>
|
||||
|
||||
{state === 'DYING' && canAct && (
|
||||
<div className="flex-row flex-wrap gap-sm mt-sm">
|
||||
<NumberInput
|
||||
min={1}
|
||||
max={20}
|
||||
placeholder="d20"
|
||||
aria-label={`Death save roll for ${name}`}
|
||||
title="Type what the d20 showed (1 to 20)."
|
||||
value={roll}
|
||||
onChange={(e) => setRoll(e.target.value)}
|
||||
onKeyDown={(e) => e.key === 'Enter' && handleRoll()}
|
||||
style={{ width: 64 }}
|
||||
/>
|
||||
<button className="btn" onClick={handleRoll} disabled={!roll || deathSave.isPending}>
|
||||
Death save
|
||||
</button>
|
||||
<button
|
||||
className="btn btn-ghost"
|
||||
title="Someone steadied them: a Medicine check, a healer's kit or a spell. They stay at 0 HP but stop rolling."
|
||||
onClick={() => send({ action: 'stabilize' })}
|
||||
disabled={deathSave.isPending}
|
||||
>
|
||||
Stabilise
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
|
||||
{state === 'DEAD' && isDM && (
|
||||
<button className="btn mt-sm" onClick={() => send({ action: 'revive' })} disabled={deathSave.isPending}>
|
||||
Revive at 1 HP
|
||||
</button>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
@@ -8,6 +8,7 @@ export const STAT_HELP: Record<string, string> = {
|
||||
AC: 'Armor Class — how hard you are to hit. 10 + your Dexterity modifier + any armor bonus.',
|
||||
HP: 'Hit Points — damage you can take before falling unconscious. Max HP is set by your class hit die, Constitution modifier, and level.',
|
||||
TEMP_HP: 'Temporary Hit Points — an extra buffer that absorbs damage first and disappears when it runs out (it does not stack with more temp HP).',
|
||||
DEATH_SAVES: 'Death saves — at 0 HP you roll a d20 at the start of each of your turns. 10 or more is a success, less is a failure; a 1 counts as two failures and a 20 puts you back up with 1 HP. Three successes and you are stable; three failures and you die. Being hit while down is a failure (two if it was a critical hit). Any healing ends it.',
|
||||
INITIATIVE: 'Initiative — added to a d20 roll at the start of a fight to decide turn order. Equal to your Dexterity modifier.',
|
||||
PROFICIENCY_BONUS: 'Proficiency Bonus — added to attacks, saves, and skills you are trained in. Grows with level (+2 at level 1, up to +6 at level 20).',
|
||||
PASSIVE_PERCEPTION: 'Passive Perception — your always-on alertness score, used instead of rolling when you are not actively searching. 10 + your Perception skill bonus.',
|
||||
|
||||
@@ -3,6 +3,7 @@ import { useQuickStats } from '../api/queries';
|
||||
import { Spinner, ErrorBanner } from './Spinner';
|
||||
import { fmtMod } from '../lib/format';
|
||||
import { HpBar } from './HpBar';
|
||||
import { DeathSaves } from './DeathSaves';
|
||||
|
||||
export function QuickStatsFab({ characterId }: { characterId: string }) {
|
||||
const [open, setOpen] = useState(false);
|
||||
@@ -52,6 +53,8 @@ export function QuickStatsDrawer({ characterId, onClose }: { characterId: string
|
||||
</div>
|
||||
</div>
|
||||
<HpBar current={data.currentHp} max={data.maxHp} temp={data.tempHp} />
|
||||
{/* Read-only here; the saves are rolled on the sheet or in the encounter. */}
|
||||
<DeathSaves characterId={characterId} name={data.name} deathSaves={data.deathSaves} canAct={false} isDM={false} />
|
||||
|
||||
{data.spellcasting && (
|
||||
<div className="card mt-md">
|
||||
|
||||
@@ -805,6 +805,41 @@ table.data-table tbody tr:hover {
|
||||
.combatant.is-down {
|
||||
opacity: 0.6;
|
||||
}
|
||||
/* The marked target stands out even when it is down or not on turn. */
|
||||
.combatant.is-targeted {
|
||||
opacity: 1;
|
||||
border-color: var(--danger-strong);
|
||||
box-shadow: 0 0 0 1px var(--danger-strong), 0 0 22px rgba(216, 84, 84, 0.3), var(--shadow-deep);
|
||||
}
|
||||
.target-marker {
|
||||
color: var(--danger-strong);
|
||||
font-family: var(--font-display);
|
||||
font-size: 0.75rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.08em;
|
||||
}
|
||||
.btn-target {
|
||||
padding: 0.15rem 0.6rem;
|
||||
font-size: 0.8rem;
|
||||
}
|
||||
.btn-target.is-on {
|
||||
border-color: var(--danger-strong);
|
||||
color: var(--danger-strong);
|
||||
background: var(--danger-soft);
|
||||
}
|
||||
|
||||
/* The DM's attack bar stays in reach while scrolling the initiative order. */
|
||||
.attack-bar {
|
||||
position: sticky;
|
||||
top: 4.5rem;
|
||||
z-index: 20;
|
||||
border-color: var(--danger-strong);
|
||||
}
|
||||
.attack-bar-title {
|
||||
font-family: var(--font-display);
|
||||
font-size: 1.1rem;
|
||||
color: var(--text);
|
||||
}
|
||||
.combatant-name {
|
||||
font-family: var(--font-display);
|
||||
font-size: 1.1rem;
|
||||
@@ -869,6 +904,55 @@ table.data-table tbody tr:hover {
|
||||
line-height: 1;
|
||||
}
|
||||
|
||||
/* At 0 HP: the death-save tallies and what can be done about them. */
|
||||
.death-saves {
|
||||
margin-top: 0.6rem;
|
||||
padding: 0.6rem 0.75rem;
|
||||
border: 1px solid var(--danger);
|
||||
border-radius: 6px;
|
||||
background: var(--danger-soft);
|
||||
}
|
||||
.death-saves.is-stable {
|
||||
border-color: var(--border);
|
||||
background: var(--bg-inset);
|
||||
}
|
||||
.death-tally {
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
gap: 0.4rem;
|
||||
font-size: 0.75rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.06em;
|
||||
color: var(--text-muted);
|
||||
}
|
||||
.death-pips {
|
||||
display: inline-flex;
|
||||
gap: 0.25rem;
|
||||
}
|
||||
.death-pip {
|
||||
width: 0.9rem;
|
||||
height: 0.9rem;
|
||||
padding: 0;
|
||||
border-radius: 50%;
|
||||
border: 2px solid var(--text-dim);
|
||||
background: transparent;
|
||||
}
|
||||
button.death-pip {
|
||||
cursor: pointer;
|
||||
}
|
||||
.death-pip.is-success {
|
||||
border-color: var(--success-strong);
|
||||
}
|
||||
.death-pip.is-failure {
|
||||
border-color: var(--danger-strong);
|
||||
}
|
||||
.death-pip.is-success.is-filled {
|
||||
background: var(--success-strong);
|
||||
}
|
||||
.death-pip.is-failure.is-filled {
|
||||
background: var(--danger-strong);
|
||||
}
|
||||
|
||||
.combatant-details {
|
||||
margin-top: 0.75rem;
|
||||
padding-top: 0.75rem;
|
||||
|
||||
@@ -41,6 +41,7 @@ import { useAuth } from '../auth/AuthContext';
|
||||
import { useCampaignSocket } from '../hooks/useCampaignSocket';
|
||||
import { Spinner, ErrorBanner } from '../components/Spinner';
|
||||
import { NumberInput } from '../components/NumberInput';
|
||||
import { LifeBadge } from '../components/DeathSaves';
|
||||
import { usePagination, Pagination } from '../components/Paginated';
|
||||
import { SPELL_DAMAGE_GROUPS, SPELL_DAMAGE_SPECIALS, extractErrorMessage, spellLevelLabel, spellRequirementLabel } from '../lib/format';
|
||||
import { speciesIcon } from '../lib/speciesIcons';
|
||||
@@ -102,7 +103,7 @@ function CharacterRow({ character, isDM, onDelete }: { character: CharacterSumma
|
||||
<div className="flex-row">
|
||||
{!inProgress && (
|
||||
<div style={{ textAlign: 'right', fontSize: '0.85rem', color: 'var(--text-muted)' }}>
|
||||
HP {character.currentHp}/{character.maxHp} · AC {character.armorClass}
|
||||
<LifeBadge deathSaves={character.deathSaves} /> HP {character.currentHp}/{character.maxHp} · AC {character.armorClass}
|
||||
</div>
|
||||
)}
|
||||
<Link to={inProgress ? `/characters/${character.id}/build` : `/characters/${character.id}`} className="btn">
|
||||
|
||||
@@ -33,6 +33,7 @@ import { useCampaignSocket } from '../hooks/useCampaignSocket';
|
||||
import { Spinner, ErrorBanner } from '../components/Spinner';
|
||||
import { NumberInput } from '../components/NumberInput';
|
||||
import { HpBar } from '../components/HpBar';
|
||||
import { DeathSaves } from '../components/DeathSaves';
|
||||
import { QuickStatsFab } from '../components/QuickStatsDrawer';
|
||||
import { InfoTip } from '../components/InfoTip';
|
||||
import { usePagination, Pagination } from '../components/Paginated';
|
||||
@@ -304,7 +305,9 @@ export function CharacterSheetPage() {
|
||||
const amount = Number(hpDelta);
|
||||
if (!amount) return;
|
||||
const next = character!.currentHp + sign * amount;
|
||||
patchCharacter.mutate({ currentHp: next });
|
||||
setFormError(null);
|
||||
// Healing is refused for a character who has died.
|
||||
patchCharacter.mutate({ currentHp: next }, { onError: (err) => setFormError(extractErrorMessage(err)) });
|
||||
setHpDelta('');
|
||||
}
|
||||
|
||||
@@ -458,6 +461,14 @@ export function CharacterSheetPage() {
|
||||
</div>
|
||||
|
||||
<HpBar current={character.currentHp} max={sheet.hp.max} temp={character.tempHp} />
|
||||
<DeathSaves
|
||||
characterId={characterId}
|
||||
name={character.name}
|
||||
deathSaves={character.deathSaves}
|
||||
canAct={canEdit}
|
||||
isDM={isDM}
|
||||
onError={(err) => setFormError(extractErrorMessage(err))}
|
||||
/>
|
||||
|
||||
{canEdit && (
|
||||
<div className="flex-row mt-sm flex-wrap">
|
||||
|
||||
@@ -14,6 +14,7 @@ import {
|
||||
useRemoveParticipant,
|
||||
useAdvanceRound,
|
||||
useNextTurn,
|
||||
useSetTarget,
|
||||
usePatchEncounter,
|
||||
useSetEncounterArchived,
|
||||
useDeleteEncounter,
|
||||
@@ -27,6 +28,7 @@ import { useAuth } from '../auth/AuthContext';
|
||||
import { Spinner, ErrorBanner } from '../components/Spinner';
|
||||
import { NumberInput } from '../components/NumberInput';
|
||||
import { HpBar } from '../components/HpBar';
|
||||
import { DeathSaves } from '../components/DeathSaves';
|
||||
import { ABILITY_LABELS, CLASS_LABELS, COIN_LABELS, CURRENCIES, SPECIES_LABELS, extractErrorMessage, fmtMod, spellLevelLabel } from '../lib/format';
|
||||
import { abilityModifier, scaledDamageDice, MAX_GEAR_LEVEL } from '../lib/previewCalc';
|
||||
import type {
|
||||
@@ -98,15 +100,26 @@ function CombatantCard({
|
||||
isActive,
|
||||
onPatch,
|
||||
canRollInitiative,
|
||||
targetedBy,
|
||||
onTarget,
|
||||
onRemove,
|
||||
onError,
|
||||
}: {
|
||||
participant: EncounterParticipant;
|
||||
isDM: boolean;
|
||||
isActive: boolean;
|
||||
onPatch: (data: Partial<EncounterParticipant>) => void;
|
||||
// The DM for anyone; a player for their own character.
|
||||
// The DM for anyone; a player for their own character. The same goes for
|
||||
// that character's death saves.
|
||||
canRollInitiative: boolean;
|
||||
// Set while this combatant is the target: who is going for them, or '' when
|
||||
// nobody is on turn.
|
||||
targetedBy?: string;
|
||||
// Marks this combatant as the target, or clears it. Absent for someone who
|
||||
// may not pick one right now.
|
||||
onTarget?: () => void;
|
||||
onRemove: () => void;
|
||||
onError: (err: unknown) => void;
|
||||
}) {
|
||||
const [hpDelta, setHpDelta] = useState('');
|
||||
// Details start open for the DM (who runs the scene from this screen) and
|
||||
@@ -125,6 +138,9 @@ function CombatantCard({
|
||||
const tracksHp = barOnly || maxHp > 0;
|
||||
const pct = barOnly ? (p.hpPercent ?? 0) : tracksHp ? Math.max(0, Math.min(100, (currentHp / maxHp) * 100)) : 0;
|
||||
const isDown = tracksHp && pct <= 0;
|
||||
// A dying character still has something to do each turn, so its card stays lit.
|
||||
const isDying = info?.deathSaves.state === 'DYING';
|
||||
const isTargeted = targetedBy !== undefined;
|
||||
// Players get a monster's name and health bar only; the stat block is the DM's.
|
||||
const monsterStats = monster && monster.ac !== undefined ? monster : null;
|
||||
const hasDetails = Boolean(info || monsterStats || npc?.dmNotes);
|
||||
@@ -143,10 +159,11 @@ function CombatantCard({
|
||||
}
|
||||
|
||||
return (
|
||||
<div className={`card combatant combatant-${p.kind.toLowerCase()}${isActive ? ' is-active' : ''}${isDown ? ' is-down' : ''}`}>
|
||||
<div className={`card combatant combatant-${p.kind.toLowerCase()}${isActive ? ' is-active' : ''}${isDown && !isDying ? ' is-down' : ''}${isTargeted ? ' is-targeted' : ''}`}>
|
||||
<div className="flex-between flex-wrap">
|
||||
<div>
|
||||
{isActive && <div className="turn-marker">▶ On turn</div>}
|
||||
{isTargeted && <div className="target-marker">🎯 Targeted{targetedBy && ` by ${targetedBy}`}</div>}
|
||||
<div className="flex-row flex-wrap">
|
||||
<span className={`badge ${KIND_BADGES[p.kind]}`}>{KIND_LABELS[p.kind]}</span>
|
||||
{p.character ? (
|
||||
@@ -157,7 +174,17 @@ function CombatantCard({
|
||||
<span className="combatant-name">{p.displayName}</span>
|
||||
)}
|
||||
{npc && <span className={`badge badge-${npc.disposition.toLowerCase()}`}>{npc.disposition}</span>}
|
||||
{isDown && <span className="badge badge-hostile">Down</span>}
|
||||
{isDown && !info && <span className="badge badge-hostile">Down</span>}
|
||||
{onTarget && (
|
||||
<button
|
||||
className={`btn btn-target${isTargeted ? ' is-on' : ''}`}
|
||||
aria-pressed={isTargeted}
|
||||
title={isTargeted ? 'Stop targeting' : `Mark ${p.displayName} as the target`}
|
||||
onClick={onTarget}
|
||||
>
|
||||
🎯 {isTargeted ? 'Targeted' : 'Target'}
|
||||
</button>
|
||||
)}
|
||||
</div>
|
||||
<div className="combatant-sub">{subline(p)}</div>
|
||||
</div>
|
||||
@@ -243,6 +270,16 @@ function CombatantCard({
|
||||
</button>
|
||||
</div>
|
||||
)}
|
||||
{info && p.character && (
|
||||
<DeathSaves
|
||||
characterId={p.character.id}
|
||||
name={p.displayName}
|
||||
deathSaves={info.deathSaves}
|
||||
canAct={canRollInitiative}
|
||||
isDM={isDM}
|
||||
onError={onError}
|
||||
/>
|
||||
)}
|
||||
</>
|
||||
)}
|
||||
|
||||
@@ -379,6 +416,107 @@ function CombatantCard({
|
||||
);
|
||||
}
|
||||
|
||||
// What a combatant hits with, one line per attack: a character's weapons
|
||||
// (the equipped ones, when any are) and damaging spells, or the single attack
|
||||
// of a monster or NPC.
|
||||
function attackLines(p: EncounterParticipant): string[] {
|
||||
const info = p.characterCombatInfo;
|
||||
if (info) {
|
||||
const equipped = info.weapons.filter((w) => w.equipped);
|
||||
const weapons = (equipped.length ? equipped : info.weapons).map(
|
||||
(w) => `${w.name}: ${fmtMod(w.attackBonus)} to hit · ${w.damageDice} ${fmtMod(w.damageBonus)} ${w.damageType}`
|
||||
);
|
||||
const spells = info.spells
|
||||
.filter((s) => s.damageDice)
|
||||
.map((s) => `${s.name}: ${s.damageDice}${info.spellcasting ? ` · ${fmtMod(info.spellcasting.attackBonus)} to hit / DC ${info.spellcasting.saveDC}` : ''}`);
|
||||
return [...weapons, ...spells];
|
||||
}
|
||||
const stats = p.monster ?? p.npc;
|
||||
if (!stats || (stats.attackBonus == null && !stats.damageDice)) return [];
|
||||
return [[stats.attackBonus != null && `${fmtMod(stats.attackBonus)} to hit`, stats.damageDice].filter(Boolean).join(' · ')];
|
||||
}
|
||||
|
||||
// The DM's shortcut once a target is marked: who is attacking whom, the
|
||||
// numbers needed to call the hit, and a box to apply the damage without
|
||||
// hunting for the target's card.
|
||||
function AttackBar({
|
||||
attacker,
|
||||
target,
|
||||
onApply,
|
||||
onClear,
|
||||
}: {
|
||||
attacker: EncounterParticipant | undefined;
|
||||
target: EncounterParticipant;
|
||||
onApply: (currentHp: number) => void;
|
||||
onClear: () => void;
|
||||
}) {
|
||||
const [amount, setAmount] = useState('');
|
||||
const info = target.characterCombatInfo;
|
||||
const ac = info?.armorClass ?? target.monster?.ac ?? target.npc?.ac;
|
||||
const currentHp = target.currentHp ?? 0;
|
||||
const tracksHp = (target.maxHp ?? 0) > 0;
|
||||
const attacks = attacker && attacker.id !== target.id ? attackLines(attacker) : [];
|
||||
|
||||
function apply(sign: 1 | -1) {
|
||||
const value = Number(amount);
|
||||
if (!value) return;
|
||||
onApply(currentHp + sign * value);
|
||||
setAmount('');
|
||||
}
|
||||
|
||||
return (
|
||||
<div className="card attack-bar">
|
||||
<div className="flex-between flex-wrap">
|
||||
<div className="attack-bar-title">
|
||||
{attacker && attacker.id !== target.id && <>{attacker.displayName} → </>}🎯 {target.displayName}
|
||||
</div>
|
||||
<button className="btn btn-ghost" onClick={onClear}>
|
||||
✕ Clear target
|
||||
</button>
|
||||
</div>
|
||||
<div className="stat-chips mt-sm">
|
||||
{ac != null && <StatChip label="Target AC">{ac}</StatChip>}
|
||||
{tracksHp && (
|
||||
<StatChip label="Target HP">
|
||||
{currentHp}/{target.maxHp}
|
||||
{info && info.tempHp > 0 && ` +${info.tempHp}`}
|
||||
</StatChip>
|
||||
)}
|
||||
</div>
|
||||
{attacks.map((line) => (
|
||||
<div key={line} className="combatant-sub mt-sm">
|
||||
⚔ {line}
|
||||
</div>
|
||||
))}
|
||||
{tracksHp ? (
|
||||
<div className="flex-row flex-wrap gap-sm mt-sm">
|
||||
{/* Remounted per target, so the cursor lands here as soon as one is marked. */}
|
||||
<NumberInput
|
||||
key={target.id}
|
||||
autoFocus
|
||||
min={1}
|
||||
max={99999}
|
||||
placeholder="Amount"
|
||||
aria-label={`HP change for ${target.displayName}`}
|
||||
value={amount}
|
||||
onChange={(e) => setAmount(e.target.value)}
|
||||
onKeyDown={(e) => e.key === 'Enter' && apply(-1)}
|
||||
style={{ width: 90 }}
|
||||
/>
|
||||
<button className="btn btn-danger" onClick={() => apply(-1)} disabled={!amount}>
|
||||
− Damage
|
||||
</button>
|
||||
<button className="btn" onClick={() => apply(1)} disabled={!amount}>
|
||||
+ Heal
|
||||
</button>
|
||||
</div>
|
||||
) : (
|
||||
<p className="combatant-sub">{target.displayName} has no hit points to track.</p>
|
||||
)}
|
||||
</div>
|
||||
);
|
||||
}
|
||||
|
||||
function rewardLabel(r: EncounterReward): string {
|
||||
if (r.type === 'GOLD') return `${r.gold} ${COIN_LABELS[r.currency ?? 'GOLD'].toLowerCase()}`;
|
||||
const entry = r.type === 'WEAPON' ? r.weapon : r.item;
|
||||
@@ -623,6 +761,7 @@ export function EncounterPage() {
|
||||
const removeParticipant = useRemoveParticipant(encounterId);
|
||||
const advanceRound = useAdvanceRound(encounterId);
|
||||
const nextTurn = useNextTurn(encounterId);
|
||||
const setTarget = useSetTarget(encounterId);
|
||||
const patchEncounter = usePatchEncounter(encounterId);
|
||||
const setArchived = useSetEncounterArchived(encounter?.campaignId ?? '');
|
||||
const deleteEncounter = useDeleteEncounter(encounter?.campaignId ?? '');
|
||||
@@ -639,6 +778,9 @@ export function EncounterPage() {
|
||||
const isBattle = encounter.mode === 'BATTLE';
|
||||
const participants = encounter.participants ?? []; // already in initiative order
|
||||
const active = isBattle && encounter.status === 'ACTIVE' ? participants.find((p) => p.id === encounter.activeParticipantId) : undefined;
|
||||
const target = participants.find((p) => p.id === encounter.targetParticipantId);
|
||||
// The DM marks a target whenever they like; a player while their own character is on turn.
|
||||
const canTarget = isDM || (active?.character != null && active.character.userId === user?.id);
|
||||
const builtCharacters = characters?.filter((c) => c.buildStage === 'COMPLETE') ?? [];
|
||||
const onError = (err: unknown) => setFormError(extractErrorMessage(err));
|
||||
const fail = { onError };
|
||||
@@ -667,7 +809,10 @@ export function EncounterPage() {
|
||||
isActive={p.id === active?.id}
|
||||
onPatch={(data) => patchParticipant.mutate({ participantId: p.id, ...data }, fail)}
|
||||
canRollInitiative={isDM || (p.character != null && p.character.userId === user?.id)}
|
||||
targetedBy={p.id === target?.id ? (active && active.id !== p.id ? active.displayName : '') : undefined}
|
||||
onTarget={canTarget ? () => setTarget.mutate(p.id === target?.id ? null : p.id, fail) : undefined}
|
||||
onRemove={() => removeParticipant.mutate(p.id, fail)}
|
||||
onError={onError}
|
||||
/>
|
||||
);
|
||||
|
||||
@@ -802,6 +947,14 @@ export function EncounterPage() {
|
||||
|
||||
<div className="encounter-layout mt-md">
|
||||
<div>
|
||||
{isDM && target && (
|
||||
<AttackBar
|
||||
attacker={active}
|
||||
target={target}
|
||||
onApply={(currentHp) => patchParticipant.mutate({ participantId: target.id, currentHp }, fail)}
|
||||
onClear={() => setTarget.mutate(null, fail)}
|
||||
/>
|
||||
)}
|
||||
{participants.length === 0 && (
|
||||
<div className="empty-state card">
|
||||
{isDM
|
||||
|
||||
@@ -7,6 +7,7 @@ import { usePagination, Pagination } from '../components/Paginated';
|
||||
import { InfoTip } from '../components/InfoTip';
|
||||
import { CLASS_LABELS, SPECIES_LABELS, formatPurse } from '../lib/format';
|
||||
import { HpBar } from '../components/HpBar';
|
||||
import { LifeBadge } from '../components/DeathSaves';
|
||||
import { speciesIcon } from '../lib/speciesIcons';
|
||||
|
||||
// A DM's one-screen view of every character's stats at a glance; a player
|
||||
@@ -81,7 +82,8 @@ export function PartyOverviewPage() {
|
||||
<span className="mono">
|
||||
{c.currentHp}/{c.maxHp}
|
||||
{c.tempHp > 0 && ` +${c.tempHp}`}
|
||||
</span>
|
||||
</span>{' '}
|
||||
<LifeBadge deathSaves={c.deathSaves} />
|
||||
<HpBar current={c.currentHp} max={c.maxHp} temp={c.tempHp} height={6} />
|
||||
</div>
|
||||
) : (
|
||||
|
||||
Generated
+4
-4
@@ -1,19 +1,19 @@
|
||||
{
|
||||
"name": "dnd-campaign-manager",
|
||||
"version": "1.4.0",
|
||||
"version": "1.6.0",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "dnd-campaign-manager",
|
||||
"version": "1.4.0",
|
||||
"version": "1.6.0",
|
||||
"workspaces": [
|
||||
"backend",
|
||||
"frontend"
|
||||
]
|
||||
},
|
||||
"backend": {
|
||||
"version": "1.4.0",
|
||||
"version": "1.6.0",
|
||||
"dependencies": {
|
||||
"@prisma/client": "^5.20.0",
|
||||
"bcrypt": "^5.1.1",
|
||||
@@ -31,7 +31,7 @@
|
||||
}
|
||||
},
|
||||
"frontend": {
|
||||
"version": "1.4.0",
|
||||
"version": "1.6.0",
|
||||
"dependencies": {
|
||||
"@tanstack/react-query": "^5.103.2",
|
||||
"axios": "^1.20.0",
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
{
|
||||
"name": "dnd-campaign-manager",
|
||||
"version": "1.4.0",
|
||||
"version": "1.6.0",
|
||||
"private": true,
|
||||
"description": "D&D 5e campaign manager — monorepo root",
|
||||
"workspaces": [
|
||||
|
||||
Reference in New Issue
Block a user